Here, order and art are prized over chaos and personal enrichment. Travel further north, however, and one reaches the Diarchy of Uthodurn, a stable and ancient city rule by elves and dwarves. Only strength rules in the land run by the coalition of criminals known as "the Tribes." Anyone who doesn't have the personal strength to defend themselves is treated with contempt, and those who represent the iron fist of the empire are utterly despised. The Greying Wildlands and the settlement of Shadycreek Run are lawless. Patriotism is a core virtue, and enlisting in the Righteous Brand and adhering to the empire's strict religious laws are the most patriotic acts of all. In the Dwendalian Empire, rural folk are seen as honest, hardworking, and pious, while the wealthy ruling class are viewed as beneficent patricians - or as miserly tyrants. For the wealthy noble class, most laws are mere guidelines, since bribery and political favors can make almost any problem go away. The Dwendalian Empire prizes king and country over personal freedoms - at least as far as the freedoms of the poor are concerned. Common sailors despise the Revelry, and noteworthy sailors might even have a rival within the Revelry. As with the crew of a well-run ship, the small actions of individuals can have a huge impact when all are working toward common goals. People of the Concord celebrate folk heroes and entertainers, and all other people who might become celebrities, iconoclasts, and figures of legend.Īt the same time, the common working-class sailor is a symbol of the Concord's strength. The Revelry simply takes this ideology one bloody step further. Menagerie Coastīoth the Clovis Concord and their hated nemesis, the Revelry pirates, price personal freedom over all other things. Then use the Social Status Relationships table to determine how many allies and rivals you'll roll for later. Based on your character's background, think about your social status within the context of the details of your homeland presented below. BackgroundsĮach nation in Wildemount views people's backgrounds according of its cultural values. In addition to granting you items, gold, and proficiencies, your background gives you a sense of belonging in the world. Xhorhas in eastern Wynandir (choose either the Kryn Dynasty or Xarzith Kitril) Greying Wildlands (choose either the Tribes of Shadycreek Run or Uthodurn) Zemni Fields in Western Wynandir Dwendalian Empire) Marrow Valley in Western Wynandir (Dwendalian Empire) Menagerie Coast (choose either the Clovis Concord or Revelry Pirates) The northernmost reaches of the continent - the forgotten lands of Eiselcross - are not included in this section Homelands From west to eat, these regions are the Menagerie Coast, Western Wynandir (which is further divided into the Marrow Valley and the Zemni Fields), the Greying Wildlands, and Eastern Wynandir. The known lands of Wildemount are divided into four major geographic regions. As this backstory develops, the character will gain allies and rivals, as well as learn some of the fateful moments that set them on the path of adventure. A character's story begins with determining the region where they were born, the job they had before becoming an adventurer, their social status, the settlement where they grew up, and their family relationships.
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